Star Wars – EDF-WBL
Equipment Data File – Weapon – Blaster
An (R) next to the price means the item is restricted and cannot be bought on the open market, in which case the price listed is the closest average black market price.
Blasters – The most common type of weapon in the galaxy is the blaster. Blasters come in a seemingly infinite array of shapes and sizes, from small holdout pieces that can be hidden in a sleeve or pocket to heavy repeaters used to mow down whole squads of infantry and destroy light vehicles. All blasters use some sort of highly pressurized volatile combustible gas, such as Tibanna gas, as their propellant. When the weapon is fired, the gas is pushed through a second chamber that “excites” the gas. The next compartment converts the gas into energy particles, which are then focused through a crystal of some sort. The end result is a dense packet of charged particles that can tear through everything from flesh to duracrete to armor alloys.
Most blasters can be set to Stun, a non-lethal, low-powered setting that overloads a target’s nervous system and renders him temporarily paralyzed (see the Stun Damage quality). Blasters with this ability have it noted in their special qualities, listed as “Stun Setting.” Stun may only be used at short range, no matter what the weapon’s normal range is. Switching between “Stun” and “Kill” on such a weapon is relatively simple, and requires an incidental.
Blasters that deal only Stun damage, and no conventional damage, are known as stingbeams or simply stun blasters. Blaster carbines and all pistols, save for heavy blasters, can be purchased as stun blasters, at a cost equal to half the usual amount for the regular, full-powered version.
From Age of Rebellion
Brutal weapons banned on most civilized worlds, disruptors are, perhaps, one of the most fearsome weapons in the galaxy. Essentially a highly modified blaster rifle, a disruptor weapon fires intense, densely packed beams of charged particles that have a disturbing tendency to completely disintegrate flesh rather than simply burning through it. To accomplish this, disruptor weapons have an oversized XCiter that keeps regular blaster gases at extremely high pressures; exceptionally precise and complex Galven circuitry; super-dense, high-contrast focusing crystals; and a specially designed actuating module with processing speeds far above those of common blaster rifles. All of this translates into one of the most powerful small arms in the galaxy, and one of the most reviled.
Few arms manufacturers make disruptors on any large scale; most are custom or small batch weapons made for wealthy and powerful individuals or governments. Of those few, the Tenloss Syndicate is best known for mass-producing disruptors, a dubious distinction at best. Their largest market for disruptors is among the Black Sun criminal organization, but the Galactic Empire also has more than a few of Tenloss’ disruptors in their armories. There is little legitimate demand for disruptors in the galaxy, and only a handful are produced in a standard year. Aside from their ugly reputation as terror weapons and the number of restrictions placed on them, disruptors are in such low demand mostly due to their impracticality. They have dreadfully short range, and require a massive amount of energy to produce their destructive blasts. They are also notoriously difficult to maintain, and tampering with or modifying them can prove just as deadly to their users as their enemies.
Disruptors may never benefit from upgrades or attachments that improve their range or grant multiple sho
From Edge of the Empire
Illegal throughout most of the civilized worlds, disrupters focus such a highly energized beam of particles that they can disintegrate limbs or other large parts of their victim’s bodies. The technology is essentially that of a blaster rifle, but with an oversized XCiter and a specialized actuating module that processes a much higher volume of blaster gas than usual. This combines with a galven cylinder that super-focuses the resultant beam. Most disrupter weapons have a very poor range, although some rifle variants have a boosted range through expensive reinforced galven cylinders and are designed specifically for snipers and sharpshooters.
The Tenloss Syndicate manufactures one of the few mass-produced disrupters, the DXR-6 rifle and the DX-2 pistol. Their main client is the notorious Black Sun criminal organization, but they also service a smattering of ruthless rogues and other scoundrels. A few Imperial inquisitors and interrogators have been known to brandish these weapons as well, but perhaps more for the intimidation and terror factor than their practicality.
Fantasy Flight Rules – Disruptor Pistol
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-163), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-161)
- Disruptor Pistol – Skill: Ranged – Light, Damage: 10, Crit: 2, Range: Short, Encumbrance: 2, Hard Points: 2, Price: 3,000 credits (R), Rarity: 6, Special Qualities: Vicious 4
- Whenever a victim is hit by a disrupter, any Critical Hit results in a “Crippled” effect unless the roll on Table 6-10 would result in an even more grievous injury.
- Disrupters may never benefit from upgrades or attachments that improve their range or grant multiple shots.
- Vicious (Passive) When this weapon scores a critical injury or hit, the character adds ten times the Vicious rating to the critical roll. With Vicious 3, for example, the victim adds +30 to his critical hit result.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in Age of Rebellion Core Rulebook.
Armour: Adverse Environment Gear (1), Clothing (Armoured (6), Heavy (0)), Heavy Battle (R7), Laminate (3), Padded (1), Personal Deflector Shield (8)
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Communications: Comlink (Handheld (0), Long-range (1)), Holo Messenger (4)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Detection Devices: Electrobinoculars (1), General Purpose Scanner (3), Hand Scanner (2), Macrobinoculars (2), Scanner Goggles (3), Surveillance Tagger (R4)
Medical: Bacta (1), Bacta Tank (1), Emergency Medpac (1), Medpac (2), Stimpack (1), Synthskin (1)
Poison: Synthetic Anesthetic (4), Synthetic Neuroparaytic (R6), Synthetic Neurotoxin (R6)
Recreation: Chance Cube (0), Dejarik Table (4), Sabacc (0)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Survival: Breath Mask (1), Crash Survival Kit (2), Ration Pack (0), Space Suit (1), Tent (1), Thermal Cloak (1)
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Unique Illegal: Data Breaker (R6), Flesh Camouflage Set (R7), Personal Stealth Field (R9)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Explosive+: Flame Projector (6), Grenades (Armour Piercing (6), Frag (5), Stun (4)), Mine (Anti-Personnel (6), Anti-Vehicle (6)), Missile Tube (R8), Thermal Detonator (R8)
Brawling: Brass Knuckles (0), Shock Gloves (2)
Melee: Combat Knife (1), Force Pike (4), Gaffi Stick (2), Truncheon (1), Vibro-Ax (5), Vibroknife (3), Vibrosword (5)
Slugthrower: Pistol (3), Rifle (3)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
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